The Clan of the Kraken knows how fickle and dangerous the sea can be, worshipping the gigantic behemoth from the deep, fearing brutal might, but also honoring its instinctual knowledge and the great powers the mythical sea creature can bestow on the Vikings brave enough to follow it.
Players choosing the Clan of the Kraken will suffer a penalty in colonisation and constructing buildings away from coastal zones. Likewise, all the clan’s unit attack values suffer a reduction away from the sea. No Longship Docks can be built, and a Trade Victory is not open to the Clan of the Kraken.
The new Fishery replaces the Fisherman House, and can be used by the Vikings on both lakes and the sea.
The Brewery is replaced by the Horgr building, allowing players to train female clan members into Norns. The Norn produces Happiness and Wyrd. Wyrd can be used to activate special abilities.